if last_size < @actors.size
self.battle_member_count += 1
end
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーに加える
# actor_id : アクター ID
# index : 追加位置 (省略時は最後尾)
#--------------------------------------------------------------------------
def add_battle_member(actor_id, index = nil)
return unless @actors.include?(actor_id) # パーティにいない
if index == nil
return if battle_members.include?($game_actors[actor_id]) # 出撃済み
return if battle_member_count == max_battle_member_count # 人数が最大
index = battle_member_count
end
@actors.delete(actor_id)
@actors.insert(index, actor_id)
self.battle_member_count += 1
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーから外す
# actor_id : アクター ID
#--------------------------------------------------------------------------
def remove_battle_member(actor_id)
return unless @actors.include?(actor_id) # パーティにいない
return if actor_fixed?(actor_id) # 固定済み
return if stand_by_members.include?($game_actors[actor_id]) # 待機中
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 各種ゲームオブジェクトの作成
#--------------------------------------------------------------------------
alias create_game_objects_KGC_LargeParty create_game_objects
def create_game_objects
create_game_objects_KGC_LargeParty
if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED
$game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true
$game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true
end
end
end
class Scene_Menu < Scene_Base
if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias create_command_window_KGC_LargeParty create_command_window
def create_command_window
create_command_window_KGC_LargeParty
return if $imported["CustomMenuCommand"]
@__command_partyform_index =
@command_window.add_command(Vocab.partyform)
@command_window.draw_item(@__command_partyform_index,
$game_party.partyform_enable?)
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
alias update_command_selection_KGC_LargeParty update_command_selection
def update_command_selection
current_menu_index = @__command_partyform_index
call_partyform_flag = false
if Input.trigger?(Input::C)
case @command_window.index
when @__command_partyform_index # パーティ編成
call_partyform_flag = true
end
# パーティ編成ボタン押下
elsif KGC::LargeParty::MENU_PARTYFORM_BUTTON != nil &&
Input.trigger?(KGC::LargeParty::MENU_PARTYFORM_BUTTON)
call_partyform_flag = true
current_menu_index = @command_window.index if current_menu_index == nil
end
# パーティ編成画面に移行
if call_partyform_flag
if $game_party.members.size == 0 || !$game_party.partyform_enable?
Sound.play_buzzer
return
end
Sound.play_decision
$scene = Scene_PartyForm.new(current_menu_index)
return
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● メッセージ表示が終わるまでウェイト
#--------------------------------------------------------------------------
alias wait_for_message_KGC_LargeParty wait_for_message
def wait_for_message
return if @ignore_wait_for_message # メッセージ終了までのウェイトを無視
wait_for_message_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ● レベルアップの表示
#--------------------------------------------------------------------------
alias display_level_up_KGC_LargeParty display_level_up
def display_level_up
@ignore_wait_for_message = true
display_level_up_KGC_LargeParty
exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000
$game_party.stand_by_members.each { |actor|
if actor.exist?
actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
end
}
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の開始
#--------------------------------------------------------------------------
alias start_party_command_selection_KGC_LargeParty start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
@status_window.index = 0
end
start_party_command_selection_KGC_LargeParty
end
if KGC::LargeParty::USE_BATTLE_PARTYFORM
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの作成
#--------------------------------------------------------------------------
alias create_info_viewport_KGC_LargeParty create_info_viewport
def create_info_viewport
create_info_viewport_KGC_LargeParty
@__command_partyform_index =
@party_command_window.add_command(Vocab.partyform_battle)
@party_command_window.draw_item(@__command_partyform_index,
$game_party.battle_partyform_enable?)
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の更新
#--------------------------------------------------------------------------
alias update_party_command_selection_KGC_LargeParty update_party_command_selection
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.index
when @__command_partyform_index # パーティ編成
unless $game_party.battle_partyform_enable?
Sound.play_buzzer
return
end
Sound.play_decision
process_partyform
return
end
end
update_party_command_selection_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ パーティ編成の処理
#--------------------------------------------------------------------------
def process_partyform
Graphics.freeze
snapshot_for_background
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
$scene.main
$scene = self
@status_window.refresh
perform_transition
end
end
end
4人版的人物跟随:
class Game_Party_Actor < Game_Character
def initialize
super()
@through = true
end
def setup(actor)
if actor != nil
@character_index = actor.character_index
@character_name = actor.character_name
@priority_type = 1
else
@character_name = ""
@character_index = 0
@priority_type = 1
end
# 不透明度と合成方法を初期化
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# ● 下に移動
# turn_enabled : その場での向き変更を許可するフラグ
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# 下を向く
if turn_enabled
turn_down
end
# 通行可能な場合
if new_passable?(@x, @y, Input::DOWN)
# 下を向く
turn_down
# 座標を更新
@y += 1
end
end
#--------------------------------------------------------------------------
# ● 左に移動
# turn_enabled : その場での向き変更を許可するフラグ
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# 左を向く
if turn_enabled
turn_left
end
# 通行可能な場合
if new_passable?(@x, @y, Input::LEFT)
# 左を向く
turn_left
# 座標を更新
@x -= 1
end
end
#--------------------------------------------------------------------------
# ● 右に移動
# turn_enabled : その場での向き変更を許可するフラグ
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# 右を向く
if turn_enabled
turn_right
end
# 通行可能な場合
if new_passable?(@x, @y, Input::RIGHT)
# 右を向く
turn_right
# 座標を更新
@x += 1
end
end
#--------------------------------------------------------------------------
# ● 上に移動
# turn_enabled : その場での向き変更を許可するフラグ
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# 上を向く
if turn_enabled
turn_up
end
# 通行可能な場合
if new_passable?(@x, @y, Input::UP)
# 上を向く
turn_up
# 座標を更新
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● 左下に移動
#--------------------------------------------------------------------------
def move_lower_left
# 向き固定でない場合
unless @direction_fix
# 右向きだった場合は左を、上向きだった場合は下を向く
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# 下→左、左→下 のどちらかのコースが通行可能な場合
if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::LEFT)) or
(new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::DOWN))
# 座標を更新
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● 右下に移動
#--------------------------------------------------------------------------
def move_lower_right
# 向き固定でない場合
unless @direction_fix
# 左向きだった場合は右を、上向きだった場合は下を向く
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# 下→右、右→下 のどちらかのコースが通行可能な場合
if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::RIGHT)) or
(new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::DOWN))
# 座標を更新
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● 左上に移動
#--------------------------------------------------------------------------
def move_upper_left
# 向き固定でない場合
unless @direction_fix
# 右向きだった場合は左を、下向きだった場合は上を向く
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# 上→左、左→上 のどちらかのコースが通行可能な場合
if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::LEFT)) or
(new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::UP))
# 座標を更新
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● 右上に移動
#--------------------------------------------------------------------------
def move_upper_right
# 向き固定でない場合
unless @direction_fix
# 左向きだった場合は右を、下向きだった場合は上を向く
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# 上→右、右→上 のどちらかのコースが通行可能な場合
if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::RIGHT)) or
(new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::UP))
# 座標を更新
@x += 1
@y -= 1
end
end
attr_writer :move_speed
attr_writer :step_anime
end
module Spriteset_Map_Module
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
index_game_player = 0
@character_sprites.each_index do |i|
if @character_sprites[i].character.instance_of?(Game_Player)
index_game_player = i
break
end
end
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end
module Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end
module Game_Party_Module
def set_transparent_actors(transparent)
@transparent = transparent
end
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters.push(Game_Party_Actor.new)
end
end
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters[i - 1].setup($game_party.members[i])
end
if $scene.class.method_defined?('setup_actor_character_sprites')
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRANSPARENT_SWITCH
transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
end
for character in @characters
character.transparent = transparent
if $game_player.dash?
character.move_speed = $game_player.move_speed*1.25
else
character.move_speed = $game_player.move_speed
end
character.step_anime = $game_player.step_anime
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
move_list_setup
end
def move_party_actors
if @move_list == nil
@move_list = []
move_list_setup
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list[i] = nil
end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end
module Game_Player_Module
def update
$game_party.update_party_actors
super
end
def moveto( x, y )
$game_party.moveto_party_actors( x, y )
super( x, y )
end
def move_down(turn_enabled = true)
if new_passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if new_passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if new_passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if new_passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
# 下→左、左→下 のどちらかのコースが通行可能な場合
if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::LEFT)) or
(new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
# 下→右、右→下 のどちらかのコースが通行可能な場合
if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::RIGHT)) or
(new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
# 上→左、左→上 のどちらかのコースが通行可能な場合
if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::LEFT)) or
(new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
# 上→右、右→上 のどちらかのコースが通行可能な場合
if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::RIGHT)) or
(new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
# 新しい座標を計算
new_x = @x + x_plus
new_y = @y + y_plus
# 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合
if (x_plus == 0 and y_plus == 0) or new_passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
attr_accessor :move_speed
attr_accessor :step_anime
end
end # module Train_Actor
class Game_Party
include Train_Actor::Game_Party_Module
end
class Game_Player
include Train_Actor::Game_Player_Module
end
class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end
class Scene_Map
include Train_Actor::Scene_Map_Module
end
class Game_Character
def new_passable?(x, y, d)
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
unless $game_map.valid?(new_x, new_y)
return false
end
x = $game_map.round_x(x) # 横方向循环修正
y = $game_map.round_y(y) # 纵方向循环修正
return false unless $game_map.valid?(x, y) # 地图外?
return true if @through or debug_through? # 穿越 ON?
return false unless map_passable?(new_x, new_y) # 地图不能通行?
return false if collide_with_characters?(new_x, new_y) # 与角色冲突?
return true # 可以通行
end
end dsu_plus_rewardpost_czw